Richard E Ferdig
Datos Biográficos
| ID | 211691 |
|---|---|
| NOMBRE | Richard E Ferdig |
| NOMBRES | Richard E |
| APELLIDO | Ferdig |
| FIRMA | FERDIG R E |
| AFILIACIONES | Kent State University |
| ORCID | 0000-0001-6823-1663 |
| VERIFICADO | Sí |
| TOTAL DE OBRAS | 24 |
| TOTAL DE CITAS | 13 |
| TOTAL COMO AUTOR | 23 |
| TOTAL COMO EDITOR | 1 |
| PRIMER AÑO DE PUBLICACIÓN | 2003 |
| AÑO MÁS RECIENTE DE PUBLICACIÓN | 2026 |
| ÍNDICE H | 2 |
Measuring presence in virtual world teacher education
Extended reality technologies are increasingly used in teacher education. For instance, innovations like 360 videos and virtual reality have been shown to be effective in improving future educators’ noticing, self-efficacy, and sense of presence, particularly in simulations of real classrooms. However, little is known about how presence is experienced in immersive recordings of educational gaming environments (i.e., Minecraft or Roblox ). This st…
Exploring the relationship between motivation and augmented reality presence using the augmented reality presence scale (ARPS)
Augmented Reality (AR) is increasingly being adopted in education to foster engagement and interest in a variety of subjects and content areas. However, there is a scarcity of instruments to measure the instructional impact of this innovation. This article addresses this gap in two unique ways. First, it presents validation results of the Augmented Reality Presence Scale (ARPS), which was created to evaluate presence in augmented learning environ…
The Effects of Nursing Assistant Work on Academics, Anxiety, and Clinical Judgment
Background Nursing students increasingly are working as nursing assistants (NA) while pursuing their nursing education. The literature discusses both the stressors and benefits of students working as an NA during nursing school; however, there is limited research on the direct effects of students having NA experience during nursing school. Method This repeated measures study examined the effects of NA experience on grade point average, anxiety le…
Problematic Gaming at a Crossroad
It is becoming more common to use Internet Gaming Disorder (IGD) to measure problematic gaming in online environments. However, there is limited data examining the role of empathy and toxicity in IGD. In addition, little attention has been given to the role of the social element of online gaming communities and its influence on these factors. This article aims to address this gap by presenting the results of a cross-sectional study involving 567 …
The impact of sound and immersive experience on learners when using virtual reality and tablet
Multisensory‐rich VR experiences, which encompass visual, auditory, and haptic stimuli, have the potential to enhance engagement, motivation, and learning. However, extensive sensory stimuli could also compromise learning through sensory overload. In museum settings, visitors who are inundated with excessive stimuli such as unrelated background music or competing visual options may not experience optimal learning. This mixed‐methods study address…
Evaluating how extended reality delivery device and preservice teacher major impact presence in immersive learning environments
Teacher education has begun to embrace the use of 360 videos to improve preservice teachers' (PSTs) engagement and immersion. While recent research on such use is promising overall, there are specific questions that have been left unanswered about the construct of presence in 360 videos. More specifically, research has yet to fully explore how video delivery devices and PST characteristics may impact presence. The purpose of this study was to res…
Exploring the relationships between teacher noticing, ambisonic audio, and variance in focus when viewing 360 video
An exploration of why gaming communities may make younger and non-normative gamers vulnerable to Internet Gaming Disorder
Existing literature has primarily evaluated how exposure to video game content impacts social and behavioral functioning. However, the parameters of video game engagement have expanded with multiplayer online gaming, live streaming, and community discussion on social media platforms. This study sought to examine how participation in online gaming communities is associated with problematic gaming behaviors and symptoms of Internet gaming disorder …
Sharing dark sides on game service platforms
Toxicity continues to have a strong presence in online environments. This is particularly true for digital entertainment like online games. Toxicity is an important topic as it impacts game development, consumption, popularity, public perception, and player health and well-being. Most of the existing literature on toxicity in gaming is descriptive and exploratory; it often sets out to map milestones and inherent drivers of toxicity. In this artic…
Examining the effects of students' self-efficacy and prior knowledge on learning and visual behavior in a physics game
Streaming code across audiences and performers
Live streaming platforms like Twitch.tv count millions of viewers and performers, pointing to novel practices and interactions. Instructional applications of this phenomenon are rising with thematic channels and shows aimed at teaching and debating a variety of subjects ranging from art to programming. However, few research publications have specifically explored trends in pedagogical strategies and learning behaviours of viewing audiences. This …
Exploring the Impact of Extended Reality (XR) on Spatial Reasoning of Elementary Students
Situating presence within extended reality for teacher training
The use of video is commonplace for professional preparation in education and other fields. Research has provided evidence that the use of video in these contexts can lead to increased noticing and reflection. However, educators now have access to evolving forms of video such as 360 video. The purpose of this study was to adapt and validate an instrument for assessing immersive 360 video use in an undergraduate preservice teacher university train…
Exploring the learning potential of online gaming communities
Online gaming is becoming increasingly social and interconnected. Millions of players learn from each other in game-related communities on platforms like Reddit and Twitch.tv. However, few studies have been conducted to examine socially constructed learning in such environments. The purpose of this study was to explore learning in game-related communities using the Game Community of Inquiry Scale (GCoIS). GCoIS is a validated instrument inspired …
A new educational normal an intersectionality-led exploration of education, learning technologies, and diversity during Covid-19
Preservice Teachers' Professional Noticing When Viewing Standard and 360 Video
Use of video as a representation of practice in teacher education is commonplace. The current study explored the use of a new format (360 video) in the context of preservice teachers' professional noticing. Findings suggest that preservice teachers viewing 360 videos attended to more student actions than their peers viewing standard video. In addition, using a virtual reality headset to view the 360 videos led to different patterns in where prese…
The Use of Ambisonic Audio to Improve Presence, Focus, and Noticing While Viewing 360 Video
Research has provided evidence of the value of producing multiple representations of content for learners (e.g., verbal, visual, etc.). However, much of the research has acknowledged changes in visual technologies while not recognizing or utilizing related audio innovations. For instance, teacher education students who were once taught through two-dimensional video are now being presented with interactive, three-dimensional content (e.g., simulat…
Implementing 360 Video to Increase Immersion, Perceptual Capacity, and Teacher Noticing
The Recursive Relationship between Virtual and Real in Relationships
We live in an era of digitally-mediated relationships. From finding a spouse online to daily interactions facilitated through social media, many people build and sustain both platonic and romantic relationships with technology. Virtual worlds are also spaces for these interactions. This special issue is dedicated to an exploration of such topics in a collection of articles exploring “real virtual relationships.”
Connecting and Collaborating Within and Beyond a Massive Open Online Course
In this article, we draw on the experiences of two young adults, Beth and Jamie (pseudonyms), who participated in a connectivist Massive Open Online Course ( cMOOC ) to explore how adolescents can become active members in a community of learners and the digital literacy practices that support this entry. We argue that Beth and Jamie engaged in digital literacy practices that allowed them to be socially connected, and that they participated and es…
Discoveries in Gaming and Computer-Mediated Simulations
"This book explores and promotes a deep conceptual and empirical understanding of the roles of electronic games and computer-mediated simulations across multiple disciplines, building a significant bridge between research and practice on electronic gaming and simulations"--Provided by publisher.
Medical students’ and residents’ use of online social networking tools
This study sought to determine if and how 501 medical students and 312 residents are using Facebook at a large university in the Southeastern United States. Results reveal that medical students and residents are using Facebook and about two-thirds of users maintain public profiles. While there is variation in the types of information provide within profiles, many medical students seem unaware of or unconcerned with the possible ramifications of s…
Suggestions for Bottom-up Design of Online Programs
Expressiveness and conformity in Internet-based polls
This paper reports a research study that examined whether people are expressive and whether they conform to external opinion in Internet Based Opinion Polls. Four versions of an opinion poll via the Internet were administered to 69 college students. Specific conditions to operationalize expressiveness and conformity are explained in the paper. The results suggest that social science findings regarding interpersonal relations do not necessarily ap…
A new educational normal an intersectionality-led exploration of education, learning technologies, and diversity during Covid-19
Exploring the learning potential of online gaming communities
Online gaming is becoming increasingly social and interconnected. Millions of players learn from each other in game-related communities on platforms like Reddit and Twitch.tv. However, few studies have been conducted to examine socially constructed learning in such environments. The purpose of this study was to explore learning in game-related communities using the Game Community of Inquiry Scale (GCoIS). GCoIS is a validated instrument inspired …
Preservice Teachers' Professional Noticing When Viewing Standard and 360 Video
Use of video as a representation of practice in teacher education is commonplace. The current study explored the use of a new format (360 video) in the context of preservice teachers' professional noticing. Findings suggest that preservice teachers viewing 360 videos attended to more student actions than their peers viewing standard video. In addition, using a virtual reality headset to view the 360 videos led to different patterns in where prese…
Implementing 360 Video to Increase Immersion, Perceptual Capacity, and Teacher Noticing
Expressiveness and conformity in Internet-based polls
This paper reports a research study that examined whether people are expressive and whether they conform to external opinion in Internet Based Opinion Polls. Four versions of an opinion poll via the Internet were administered to 69 college students. Specific conditions to operationalize expressiveness and conformity are explained in the paper. The results suggest that social science findings regarding interpersonal relations do not necessarily ap…
Suggestions for Bottom-up Design of Online Programs
Medical students’ and residents’ use of online social networking tools
This study sought to determine if and how 501 medical students and 312 residents are using Facebook at a large university in the Southeastern United States. Results reveal that medical students and residents are using Facebook and about two-thirds of users maintain public profiles. While there is variation in the types of information provide within profiles, many medical students seem unaware of or unconcerned with the possible ramifications of s…
Discoveries in Gaming and Computer-Mediated Simulations
"This book explores and promotes a deep conceptual and empirical understanding of the roles of electronic games and computer-mediated simulations across multiple disciplines, building a significant bridge between research and practice on electronic gaming and simulations"--Provided by publisher.
Connecting and Collaborating Within and Beyond a Massive Open Online Course
In this article, we draw on the experiences of two young adults, Beth and Jamie (pseudonyms), who participated in a connectivist Massive Open Online Course ( cMOOC ) to explore how adolescents can become active members in a community of learners and the digital literacy practices that support this entry. We argue that Beth and Jamie engaged in digital literacy practices that allowed them to be socially connected, and that they participated and es…
The Recursive Relationship between Virtual and Real in Relationships
We live in an era of digitally-mediated relationships. From finding a spouse online to daily interactions facilitated through social media, many people build and sustain both platonic and romantic relationships with technology. Virtual worlds are also spaces for these interactions. This special issue is dedicated to an exploration of such topics in a collection of articles exploring “real virtual relationships.”
The Use of Ambisonic Audio to Improve Presence, Focus, and Noticing While Viewing 360 Video
Research has provided evidence of the value of producing multiple representations of content for learners (e.g., verbal, visual, etc.). However, much of the research has acknowledged changes in visual technologies while not recognizing or utilizing related audio innovations. For instance, teacher education students who were once taught through two-dimensional video are now being presented with interactive, three-dimensional content (e.g., simulat…
Implementing 360 Video to Increase Immersion, Perceptual Capacity, and Teacher Noticing
Situating presence within extended reality for teacher training
The use of video is commonplace for professional preparation in education and other fields. Research has provided evidence that the use of video in these contexts can lead to increased noticing and reflection. However, educators now have access to evolving forms of video such as 360 video. The purpose of this study was to adapt and validate an instrument for assessing immersive 360 video use in an undergraduate preservice teacher university train…
Exploring the learning potential of online gaming communities
Online gaming is becoming increasingly social and interconnected. Millions of players learn from each other in game-related communities on platforms like Reddit and Twitch.tv. However, few studies have been conducted to examine socially constructed learning in such environments. The purpose of this study was to explore learning in game-related communities using the Game Community of Inquiry Scale (GCoIS). GCoIS is a validated instrument inspired …
A new educational normal an intersectionality-led exploration of education, learning technologies, and diversity during Covid-19
Preservice Teachers' Professional Noticing When Viewing Standard and 360 Video
Use of video as a representation of practice in teacher education is commonplace. The current study explored the use of a new format (360 video) in the context of preservice teachers' professional noticing. Findings suggest that preservice teachers viewing 360 videos attended to more student actions than their peers viewing standard video. In addition, using a virtual reality headset to view the 360 videos led to different patterns in where prese…
Sharing dark sides on game service platforms
Toxicity continues to have a strong presence in online environments. This is particularly true for digital entertainment like online games. Toxicity is an important topic as it impacts game development, consumption, popularity, public perception, and player health and well-being. Most of the existing literature on toxicity in gaming is descriptive and exploratory; it often sets out to map milestones and inherent drivers of toxicity. In this artic…
Examining the effects of students' self-efficacy and prior knowledge on learning and visual behavior in a physics game
Streaming code across audiences and performers
Live streaming platforms like Twitch.tv count millions of viewers and performers, pointing to novel practices and interactions. Instructional applications of this phenomenon are rising with thematic channels and shows aimed at teaching and debating a variety of subjects ranging from art to programming. However, few research publications have specifically explored trends in pedagogical strategies and learning behaviours of viewing audiences. This …
Exploring the Impact of Extended Reality (XR) on Spatial Reasoning of Elementary Students
Exploring the relationships between teacher noticing, ambisonic audio, and variance in focus when viewing 360 video
An exploration of why gaming communities may make younger and non-normative gamers vulnerable to Internet Gaming Disorder
Existing literature has primarily evaluated how exposure to video game content impacts social and behavioral functioning. However, the parameters of video game engagement have expanded with multiplayer online gaming, live streaming, and community discussion on social media platforms. This study sought to examine how participation in online gaming communities is associated with problematic gaming behaviors and symptoms of Internet gaming disorder …
The impact of sound and immersive experience on learners when using virtual reality and tablet
Multisensory‐rich VR experiences, which encompass visual, auditory, and haptic stimuli, have the potential to enhance engagement, motivation, and learning. However, extensive sensory stimuli could also compromise learning through sensory overload. In museum settings, visitors who are inundated with excessive stimuli such as unrelated background music or competing visual options may not experience optimal learning. This mixed‐methods study address…
Evaluating how extended reality delivery device and preservice teacher major impact presence in immersive learning environments
Teacher education has begun to embrace the use of 360 videos to improve preservice teachers' (PSTs) engagement and immersion. While recent research on such use is promising overall, there are specific questions that have been left unanswered about the construct of presence in 360 videos. More specifically, research has yet to fully explore how video delivery devices and PST characteristics may impact presence. The purpose of this study was to res…
Exploring the relationship between motivation and augmented reality presence using the augmented reality presence scale (ARPS)
Augmented Reality (AR) is increasingly being adopted in education to foster engagement and interest in a variety of subjects and content areas. However, there is a scarcity of instruments to measure the instructional impact of this innovation. This article addresses this gap in two unique ways. First, it presents validation results of the Augmented Reality Presence Scale (ARPS), which was created to evaluate presence in augmented learning environ…
The Effects of Nursing Assistant Work on Academics, Anxiety, and Clinical Judgment
Background Nursing students increasingly are working as nursing assistants (NA) while pursuing their nursing education. The literature discusses both the stressors and benefits of students working as an NA during nursing school; however, there is limited research on the direct effects of students having NA experience during nursing school. Method This repeated measures study examined the effects of NA experience on grade point average, anxiety le…
Problematic Gaming at a Crossroad
It is becoming more common to use Internet Gaming Disorder (IGD) to measure problematic gaming in online environments. However, there is limited data examining the role of empathy and toxicity in IGD. In addition, little attention has been given to the role of the social element of online gaming communities and its influence on these factors. This article aims to address this gap by presenting the results of a cross-sectional study involving 567 …
Measuring presence in virtual world teacher education
Extended reality technologies are increasingly used in teacher education. For instance, innovations like 360 videos and virtual reality have been shown to be effective in improving future educators’ noticing, self-efficacy, and sense of presence, particularly in simulations of real classrooms. However, little is known about how presence is experienced in immersive recordings of educational gaming environments (i.e., Minecraft or Roblox ). This st…
Computer Science (22 obras) · Psychology (20 obras) · Multimedia (12 obras) · Mathematics education (9 obras) · Virtual Reality Applications and Impacts (9 obras) · Human–computer interaction (8 obras) · World Wide Web (8 obras) · Social Psychology (7 obras) · Digital Games and Media (6 obras) · Educational technology (5 obras)